Benoit Dupuis

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Benoit Dupuis

Benoit Dupuis

@BenoitDupuis

Senior Technical Product Manager @unity3d

Montreal, Quebec Katılım Eylül 2009
35 Takip Edilen53 Takipçiler
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Laurent Gibert 🎮
Laurent Gibert 🎮@LaurentGibert·
Want to see @ GDC the latest collaboration solutions for Unity production pipelines? We're working at levelling up the tooling to accelerate the collaboration between your team, your, and project data. If you're in charge of a team, we'll have a demo for you. Please reach out!
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Matthew Bromberg
Matthew Bromberg@MBromberg·
Folks. Can I explain something about world models? Seems like today might be a good day for that. Advances in large-scale “world models” — whether developed by partners like Google or others — materially expand the frontier of interactive content creation. These models can generate high-quality, interactive, video-like experiences from natural language or minimal input. Today, they are primarily editable through prompting, which limits the level of determinism and precision required for production-grade game mechanics. As a result, their outputs remain probabilistic and non-deterministic, making them unsuitable on their own for games that require consistent, repeatable player experiences. Rather than viewing this as a risk, we see it as a powerful accelerator. Video-based generation is exactly the type of input our Agentic AI workflows are designed to leverage—translating rich visual output into initial game scenes that can then be refined with the deterministic systems Unity developers use today. Our agents already generate high-quality scenes from static video. Interactive, camera-controllable video from world models would further enhance this pipeline and materially improve the fidelity and speed of early-stage content creation. We believe this represents a meaningful step forward for AI-driven development across the industry. Unity’s role is to operationalize these advances. Outputs from world models are ingested into Unity’s real-time engine, where they are converted into structured, deterministic, and fully controllable simulations. Within Unity, creators define physics, gameplay logic, networking, monetization, and live-operations systems to ensure consistent behavior across devices and sessions. This combination enables developers to move faster from concept to scalable product: AI accelerates environment and asset generation, while Unity provides the execution layer that transforms generated content into reliable, monetizable experiences. As a result, world models expand content supply and reduce development friction, while Unity remains the system of record for runtime, distribution, and long-term operations. This dynamic broadens Unity’s addressable market and reinforces its central role in the interactive ecosystem.
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Will Goldstone
Will Goldstone@willgoldstone·
Hi #Unity friends - we’re looking for animators, UI artists, designers, generalists, level designers, gameplay & pipeline folks at #Unite2024 for Pre-alpha hands-on feedback sessions. Each session is 1h15, please register interest by email unityresearch@unity3d.com
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Benoit Dupuis
Benoit Dupuis@BenoitDupuis·
#Unite2023 is right around the corner, and I'll be attending to speak about Creating better Editor and game interfaces faster with UI Toolkit! I'm hoping to see many of you there. If you want to know more about the different sessions and the schedule: unite.unity.com
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Benoit Dupuis
Benoit Dupuis@BenoitDupuis·
@prime_31 Regarding this issue in particular, did you submit a bug? Or could you add more context? We'd like to get that clarified but would need more data.
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prime31 - mike
prime31 - mike@prime_31·
I just don't get how Unity ships this kind of crap. 2021 and 2022 LTS both have totally broken search that is so bad we had to make our own search tools. We've all said it a thousand times...if they made games this would never happen.
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Benoit Dupuis
Benoit Dupuis@BenoitDupuis·
@prime_31 I prefer not to engage in the debate over whether Unity should be involved in game-making. There are numerous other methods to ensure the reliability of code, yet bugs may still slip through or features may not be utilized as expected.
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Febucci
Febucci@febucci·
🎉 Text Animator 2.0 is out! 🎉 You can: - Preview effects in Edit mode - Create your own tags (e.g. "<angry>" or "<cold>" as new variants of the "shake" effect) - Create even *more* effects and combos - Hide letters and words individually and much more! Link 👇🏻 #madewithunity
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Unity for Games
Unity for Games@unitygames·
👀 Curious about updates to DOTS, render pipelines, Editor tooling, and platform support, coming soon in #Unity 2022.2 Tech Stream? 📢 Join us this Wednesday on Twitch (twitch.tv/unitytech) as we dive into these tools and features with devs behind the tech.
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Flyhy
Flyhy@Flyhy3·
@unitygames Hey @unitygames any plans on making this work in worldspace ? Would be super useful for vr!
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Unity for Games
Unity for Games@unitygames·
How it starts: Trying our new UI Toolkit sample project How it ends: Becoming an expert of the UI Toolkit in #Unity2021LTS Not convinced? Check out what's included in this demo (🧵 1/7)
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pauliom
pauliom@pauliom·
@unitygames I see World-Space (canvas/camera) is 'planned', any ball-park time frame for this?
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Unity for Games
Unity for Games@unitygames·
Want to know the latest in developing user interfaces in Unity? Available in #Unity2021LTS, UI Toolkit supports the creation of runtime UI as an alternative to Unity UI (uGUI). Learn how you can get started with the UI Toolkit in our blog 🔽 on.unity.com/3JIHaY6
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Benoit Dupuis
Benoit Dupuis@BenoitDupuis·
⛰️ Shouting the news from the peaks of the Misty Mountains: Unity intends to acquire @weta_digital, picking up its industry-leading tools and engineers. Can’t wait to see our creators and artists push the boundaries of RT3D. on.unity.com/2YwNIrb bit.ly/3D3OtXJ
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Benoit Dupuis
Benoit Dupuis@BenoitDupuis·
@TienMTam @unity3d Thank you for your feedback, we understand your frustration. We're currently developing an extensible foundation for building node-based graph tools, which will be fully supported and documented. Expect an announcement sometime next year.
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Tien Minh Tam
Tien Minh Tam@TienMTam·
@unity3d it would also be nice to get more official support and documentation for the Graphview and node creation. So many devs use it and it has so much potential, but the lack of info on it is frustrating.
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Tien Minh Tam
Tien Minh Tam@TienMTam·
Hey @andre_mc Haven't seen a Unity prototype vid in a while. Maybe the next one could use Unity's UI Builder and Graphview to build a node-based Dialogue system or AI Behavior Tree
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Benoit Dupuis
Benoit Dupuis@BenoitDupuis·
@brunomikoski Regarding the longevity of the feature though, we value the time invested learning our product and we want to ensure UI Toolkit can be used for all your editor extensibility and runtime requirements. If you have more feedback, feel free to share in the Unity forums. Cheers!
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Bruno Mikoski
Bruno Mikoski@brunomikoski·
- Feels like pretty much all latest unity tech, still in constant development and changing too much, whatever you learn now, probably will be useless in a couple of months Pros: - UI Builder Is fucking AWESOME but is also broken and not properly reflect the UI correctly.
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Bruno Mikoski
Bruno Mikoski@brunomikoski·
Okay, after some days working with the new UI Toolkit (former UIElement) from @unity3d: Cons: - The boilerplate is massive - The whole flow of loading UXML/USS it's really bad. - Really steep learning curve if you didn't work with this before. continue 🧵
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Benoit Dupuis
Benoit Dupuis@BenoitDupuis·
@brunomikoski Hi Bruno - just dropping by to mention we're planning to reduce some of the boilerplate by improving our data binding solution next year. We're also currently addressing documentation and overall quality of the tooling.
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Benoit Dupuis
Benoit Dupuis@BenoitDupuis·
@arsalgames @unity3d This sounds definitely appealing to me. I’d be curious to know what set of tasks you’d like to do on an iPad? It’s hard to imagine when we would have a full Unity experience running on a tablet but there’s probably some isolated workflows that would make a lot of sense.
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Benoit Dupuis
Benoit Dupuis@BenoitDupuis·
@MChuduk @unity3d I agree what would be great. This year we're focusing on bringing the framework to runtime and provide visual authoring workflows. Next year we'll start looking at new rendering effects like shadow and gradient. Stay tuned and thanks for your feedback!
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Michel Schneider
Michel Schneider@MChuduk·
@unity3d Why UIElemets uss isn't supporting shadow property for visual elements?
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Arcadio García
Arcadio García@arcadio_garcia·
@BenoitDupuis @unity3d I'm trying from my Surface Studio, but I can't get very far using either pen or touch. While pen hover and 'right click' (barrel button for pen, touch and hold for touch) are properly detected, regular clicks are not recognized for some reason.
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Arcadio García
Arcadio García@arcadio_garcia·
Does the @unity3d editor NOT recognize touch & pen input? Or am I holding it wrong?
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